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*Pathfinder & Starfinder
Design principles of healing - no mechanics allowed
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<blockquote data-quote="howandwhy99" data-source="post: 5964640" data-attributes="member: 3192"><p>So a hit is an abstract measure of structural destruction to a person or thing in the world, be it a PC, piece of armor, a wall, or whatever. </p><p></p><p>1 hit is based on a basic human standard of 1 solid blow from 1 average human on to another average human. 1 hit = 1 point (1 hit point). This is probably a kick or punch, but you can get more diverse than that with slashes and punctures, acid and fire, and so on.</p><p></p><p>No we have an abstracted point system 1 hit does not need to equal 1 hit point and vice versa. Perhaps 1 hit point is 20 bee stings, all separate attacks and damage. Perhaps 10 hit points was caused by a single punishing gouge attack by a bull's horn? </p><p></p><p>In the end it isn't about how many separate attacks occurred, but about getting a solid round of hitting and doing damage. Perhaps it was 60 seconds of sparring or 60 seconds of dancing around with a final blow coming in at the last moment? It's up to what the player says they are attempting to do.</p><p></p><p>Healing is similar to the above. It's basically structural repair. We are, magically or through hands on work, knitting blood vessels back together, reattaching ligaments, setting bones, and removing portions unsalvageable. </p><p></p><p>Does healing "Regrow" body parts? Some body parts already do, so it may depend on the kind of damage taken and/or magic involved. Critical hits could cause permanent damage to human, but critical curing could regenerate body parts that normally do not grow back. Now that called strike to the hand that cut it off can be countered, if after the fact.</p><p></p><p>Natural healing is the biggest baseline of the game for out of combat pacing. It was 1 Hit Point / day of full rest and light activity (also defined). No strenuous mental or physical exertion and that pretty much meant any adventuring. </p><p></p><p>This is very different than many games that focus almost exclusively on combat. In those combat is the point of play. Anything impeding combat from occurring is a hindrance to the game. A game that averages 5 to 50 hit points for PCs over its length is going to take one out of combat far more often with the 1 HP/day rule. But combat may also be approached much more strategically, which can lead to intricate planning and perception of combats, while actual playing of them may be fast and to the point. It depends on the group.</p><p></p><p>I think the tactical vs. strategic difference is something that is going to be difficult to design for as long as out of combat actions aren't accounted for as part of the game mechanics and not fluff. </p><p></p><p>Long or short healing times are easily presented as game options. That's not the hard part. It's going to be understanding why short healing is not necessarily slow pacing and fast healing isn't simply saying less hand waved time passed between combats. It also means understanding what the focus of play is going to be and enabling groups (I don't see this happening individually) to choose rule options to suit their preferences.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5964640, member: 3192"] So a hit is an abstract measure of structural destruction to a person or thing in the world, be it a PC, piece of armor, a wall, or whatever. 1 hit is based on a basic human standard of 1 solid blow from 1 average human on to another average human. 1 hit = 1 point (1 hit point). This is probably a kick or punch, but you can get more diverse than that with slashes and punctures, acid and fire, and so on. No we have an abstracted point system 1 hit does not need to equal 1 hit point and vice versa. Perhaps 1 hit point is 20 bee stings, all separate attacks and damage. Perhaps 10 hit points was caused by a single punishing gouge attack by a bull's horn? In the end it isn't about how many separate attacks occurred, but about getting a solid round of hitting and doing damage. Perhaps it was 60 seconds of sparring or 60 seconds of dancing around with a final blow coming in at the last moment? It's up to what the player says they are attempting to do. Healing is similar to the above. It's basically structural repair. We are, magically or through hands on work, knitting blood vessels back together, reattaching ligaments, setting bones, and removing portions unsalvageable. Does healing "Regrow" body parts? Some body parts already do, so it may depend on the kind of damage taken and/or magic involved. Critical hits could cause permanent damage to human, but critical curing could regenerate body parts that normally do not grow back. Now that called strike to the hand that cut it off can be countered, if after the fact. Natural healing is the biggest baseline of the game for out of combat pacing. It was 1 Hit Point / day of full rest and light activity (also defined). No strenuous mental or physical exertion and that pretty much meant any adventuring. This is very different than many games that focus almost exclusively on combat. In those combat is the point of play. Anything impeding combat from occurring is a hindrance to the game. A game that averages 5 to 50 hit points for PCs over its length is going to take one out of combat far more often with the 1 HP/day rule. But combat may also be approached much more strategically, which can lead to intricate planning and perception of combats, while actual playing of them may be fast and to the point. It depends on the group. I think the tactical vs. strategic difference is something that is going to be difficult to design for as long as out of combat actions aren't accounted for as part of the game mechanics and not fluff. Long or short healing times are easily presented as game options. That's not the hard part. It's going to be understanding why short healing is not necessarily slow pacing and fast healing isn't simply saying less hand waved time passed between combats. It also means understanding what the focus of play is going to be and enabling groups (I don't see this happening individually) to choose rule options to suit their preferences. [/QUOTE]
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